Author: Calvin Ly [giodesigns.com]

MENU
  Home
  Syllabus
  Contact

Task Analysis

Introduction
The primary goal of this instruction is for learners (programmer’s at Advanced Systems Technology) to understand object-oriented programming and how it is used in Macromedia Flash MX. Since object-oriented programming is such a broad subject, the instruction will only cover one sub-goal. The sub-goal for this instruction is for learners to be able to build an object from scratch in Flash MX using actionScript (flash MX’s native programming language) and be able to create properties and methods for that object. This sub-goal is a critical part of the primary goal because it gives learners a basic understand of object- oriented programming and allows them to build their own objects in actionScript and be able to define the object using properties and methods. Being able to use these components in Flash MX will be a big step towards understanding object-oriented programming and how it is used in Flash MX.

Information Processing Analysis
1. Open the actionScript panel in Flash MX and change the normal mode setting to expert mode.
2. Decide on an object that you want to use
3. Create a new object and give it a name.
4. Decide on properties associated with that object.
5. Create properties that pertain to that object and give those properties values.
6. Decide on methods associated with that object.
7. Create methods that pertain to that object.
8. Check if all the properties and methods associated with your object are the ones that you will use. If they are not, then repeat steps 5,6,7 and 8.

Prerequisite Analysis
1. Open the actionScript panel in Flash MX and change the normal mode setting to expert mode.
         a. Locating the actionScript panel
          b. Locating the settings for changing the modes.
         c. Distinguishing the difference between normal mode and expert mode.
2. Decide on an object that you want to use.
         a. Know the definition of an object.
3. Create a new object and give it a name.
         a. Know how objects are used in Flash MX.
          b. Know the syntax for creating new objects in Flash MX.
4. Decide on properties associated with that object.
         a. Know the definition of a property.
          b. Know how properties are used in an object.
5. Create properties that pertain to that object and give those properties values.
          a. Know the syntax for creating properties in Flash MX.
          b. Know what a value is and how it is used in properties.
6. Decide on methods associated with that object.
         a. Know the definition of a method.
          b. Know how methods are used with an object.
7. Create methods that pertain to that object.
          a. Know the syntax for creating methods in Flash MX.
8. Check if all the properties and methods associated with your object are the ones that you will use. If they are not, then repeat steps 5,6,7 and 8.

Learning Objectives
1. Terminal Behavior
      - Define an object, a property, and a method.
      -Identify an object, a property, and a method.
      -Create an object in Flash MX.
      - Create methods associated with the object.
      - Create properties associated with the object.

2. Conditions of Demonstration
      - Given a variety of different methods, properties, and objects, learners will choose the objects.
      -Given a variety of different methods, properties, and objects, learners will choose the properties.
      - Given a variety of different methods, properties, and objects, learners will choose the methods.
      -Learners can create an object in Flash MX.
      - Given an object, learners can create properties associated with that object.
      - Given an object, learners can create methods associated with that object.

3. Standards or Criteria
      - Given ten method, ten properties, and ten objects, learners will choose at least 90% of all the methods.
      - Given ten method, ten properties, and ten objects, learners will choose at least 90% of all the properties.
      - Given ten method, ten properties, and ten objects, learners will choose at least 90% of all the objects.
      - Learners will name at least five different kinds of objects, methods, and properties.
      -Given an object, learners will write at least five different methods associated with that object.
      -Given an object, learners will write at least five different properties associated with that object.